Westgate is a dangerous city at any time, but today it’s about to live up to its name.

Today, a band of pious Silverstars have arrived in your precinct and they need a little help with renovations ...
and removals.

Group 1 'The Black Dragons' are moments from the completion of 'CORM1-1 - The Black Knight of Arabel' and group 2 'The Green Dragons' are progressing well with the same. Next in the series will be 'DRAG1-1 - Many Hands Make Light Work' and I am looking to bring each party to six characters before starting them on that adventure.

Currently I am just looking for two players to join the Black Dragons and will close this advert once they are chosen and reopen it (or repost it) when the Green Dragons are near to completing their adventure.

I will be seeking feedback from the existing players before choosing. Just to reiterate that following my application guidelines to the letter is a sure way to improve your chances of being selected.

See the Game Description and Game Information thread for application process and requirement. Feel free to ask any questions you may have in this thread or via pm.

An RPGA-sanctioned Living Forgotten Realms Campaign based in and around the Sea of Fallen Stars.

Adventures:
Each module will be an official LFR module though I will be making minor adjustments as per the allowed guidelines to suit the adventures to the party. There will be no major changes to any NPC’s or Plot lines and the rewards and rules will be official.

GM:
Me. Long time roleplayer and dungeon/game master. Have already run a couple of LFR games here and plan to run more. I also ran a few dungeon delves and am DMing a long running FR campaign which is the only public game for those interested in checking out my style. Each game is ran slightly differently with me being more strict with formatting for the LFR games.

Characters:
Each party will consist of five to six characters that are either newly created using the official RPGA Creation Guidelines for LFR adventurers or are already level 1 or 2 LFR characters. As I write this the current guidelines are version 1.9 and are available from the character creation page reachable via the RPGA LFR homepage.

I’ll am looking for characters that will work well together and be fun to play with.

Applications:
Please format your application as set out below. If you need assistance with the formatting open the spoiler below and copy the example template there.

I would like to see two or three paragraphs for each of the three sections (100-200 words each), if you want to expound on your characters background further please wait till you are in character as there will be opportunity for you to do just that. Following my application formatting guidelines to the letter is a sure way to improve your chances of being chosen.

If you also include a little about yourself, such as roleplaying experience and posting frequency, it won’t go unnoticed. I would also be interested to hear about any LFR experience you already have. Also if you are bringing in an existing LFR character details on their previous adventures and treasure bundles will be essential.

Application

80x80 Thumbnail Headshot to Represent your character in all IC posts, no photos please.
(you can also include a larger image in spoilers if you wish)

[spoiler=Appearance]Appearance, clothing and distinctive traits/mannerisms. [/spoiler]
[spoiler=Personality]Personality and outspoken opinions. Why would you join up with other adventurers? Why would they accept and then stay with you.[/spoiler]
[spoiler=Background]Where did you grow up, why did you leave and why are you looking for random adventure with a group of near strangers? [/spoiler]
[spoiler=Statblock]Character statblock as from myth-weavers sheet and/or character summary from Character Builder.[/spoiler][/fieldset]

Myth-Weavers Character Sheet:
For the game I would like to see a completed Myth-Weavers character sheet will all class, racial and feats described in the notes section. I am fine with you using either list tags or OOC tags. All powers should also have their mechanics listed out ideally along with final bonuses for whatever weapon you are using. Please also make sure the sheet is set public or at least viewable by me.

Here are two of my characters, the first with his notes as a large list, the second using OOC tags. Neither are 1st level so they have rather a lot more notes than a beginning character would have but I think they get the idea across. Feel free to copy any of the formatting or come up with your own. As long as it's easily understandable it'll be fine.

Combat ChallengeImmediate Interrupt | Martial, WeaponEffect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.

Pass ForwardAt Will | Martial
Move Action
PersonalEffect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.

Rain of BlowsEncounter | Martial, Weapon
Standard Action
Melee WeaponTarget: One creatureAttack: Strength vs. AC, two attacksHit: 1[W] damage.Weapon: If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.Armblade Short sword +2: +14 attack, 1d6+4 damage

Hunter's QuarryEncounter
Minor Action
You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of your next turn.
Hunter's Quarry Extra Damage +1d6

Warforged ResolveEncounter
Minor Action
PersonalEffect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.

Spiked SolesPower (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.

Villain's MenaceDaily | Martial, Weapon
Standard Action
Melee WeaponTarget: One creatureAttack: Strength vs. ACHit: 2[W] + Strength modifier (+4) damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.Armblade Short sword +2: +14 attack, 2d6+8 damage

Combat Challenge: Mark foes you attack. They get -2 to attacks not including you. Make basic melee attack against adjacent marked foe who shifts or makes attack not including you. Mark lasts until end of your next turn or marked by other.

Spiked Soles: Properties: You gain a +5 item bonus to Athletics checks for climbing.
Power (Encounter): Immediate Reaction. Trigger: You are hit by an effect that pushes, pulls, or slides you.
Effect: You ignore the triggering forced movement. You are slowed until the start of your next turn.

Majestic WordEncounter | Arcane, Healing
Minor Action
Close Burst 5Target: You or one ally in burstEffect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square.Special: You can use this power twice per encounter, but only once per round.

Inspire CompetenceEncounter | Arcane
Move Action
Close burst 5Target: You and each ally in burstEffect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.

Malevolent MischiefDaily | Arcane, Implement
Standard Action
Ranged 10Attack: Charisma vs. ReflexTarget: One creatureHit: 3d8 + Charisma modifier (+4) damage.Miss: Half damage.Effect: The target is affected by ill luck (save ends). While affected by ill luck, the target is slowed until the end of its next turn whenever you or an ally hits it with an attack.Harsh Songblade Short Sword +1: +6 attack, 3d8+5 damage

Benefit: You gain training in the Intimidate skill.
Once per encounter, as a minor action, you can designate one creature you can see as your prey, gaining +2 to attack rolls and damage rolls against that creature until the end of your next turn. The creature remains your prey until it drops to 0 hit points, until you end the effect as a free action, or until the end of the encounter—whichever comes first.

Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes
Duration: 8 hours
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.

Level: 1
Component Cost: 10 gp,
Category: Deception plus a focus worth 5 gp
Time: 1 minute
Duration: 10 minutes
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.

+1 attack rolls and damage rolls, criticals add +1d8 damage.
Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.

Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.

Power (Consumable • Healing): Standard Action. Use before you or an ally takes a short rest. The target of the herbal poultice regains an additional 2 hit points when he or she spends a healing surge at the end of the short rest.

Posting Requirements:
I am looking for a reasonably fast posting rate such as one to two posts weekdays and one post weekends. The average post does not have to be lengthy (ie two to three paragraphs of around 100 words total would be good) but they do need to show your character’s personality and should respond to other characters as much as the environment.

I understand occasionally people will be unable to post for a certain period of time, holidays, sickness and such forth. But I do ask that you give as much notice beforehand or as soon as possible and I will endeavor to do the same if I will be unable to post for any length of time.

Vilthos is a tall being, standing just over 6 feet with blonde hair that he keeps cut short and piercing grey eyes. He walks with the aid of a staff, though doesn't appear to need the help of it in walking. He also proudly wears a holy symbol in the shape of the sun, showing his devotion to Amaunator, though he will give praise and kind words to both Ilmater, who he previously followed, and Kelemvor, though less so with the latter.

Under normal situations, he is compassionate and kind-hearted, showing mercy where others, especially Tempites, probably wouldn't. However, when faced with any undead, he loses that compassion, and a fierce rage can be felt from him.

Vilthos is highly compassionate, as well as head-strong. He prefers to try to talk his way out of most situations rather than fight his way out, but knows that there are times when battle is unavoidable. During these times, he can be heard softly apologizing to Ilmater for the pain he might be causing. However, when faced with undead, he has no regrets over what he does.

Vilthos grew up knowing a hard life in the city of Glarandar. One in which there was constantly a fearful eye towards the eastern borders, looking towards Thay. He grew knowing only one thing, fear the undead for if you don't, you shall become one of them. Although normally more a pacifist when he was a teen, he came to understand that line only too well, seeing both his parents first killed by undead, and then turned into the foul creatures. This changed the once devout follower of Ilmater, causing him to throw away his pacifist ways and to instead embrace the one thing all undead can't stand, the light. Ever since that fateful day, Vilthos has been a follower of Amaunator, hoping to give his country the rebirth that his god has recently had, as well as trying to fight of the undead legions from Thay, though he knows it to be very difficult.

Vilthos has known for awhile now that the threat from Thay is only growing. He has meant to journey out, hoping to find allies against the undead hordes, but also wished to remain close to his homeland. After about a year of deciding to go, then changing his mind, Vilthos finally found the courage to do what he needed, leave those he cared about and the only home he ever knew in order to try to give them the aid they needed. He set out on his journey to find whoever would lend aid to Aglarond.

Astral Seal
At-Will * Divine, Healing, Implement
Standard Action RANGED 5
Target: One creature
Attack: Wisdom + 2 vs Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits the target before the end of your next turn regains hit points equal to 2 + your Charisma modifier.

Channel Divinity: Healer's Mercy
Encounter * Divine, Healing
Standard Action CLOSE burst 5
Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge. You are weakend until the end of your next turn.

Bastion of Mental Clarity
Encounter
Immediate Interrupt CLOSE burst 5
Trigger: An enemy hits or misses you with an attack against your Will defense.
Target: You and each ally in burst.
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

Beacon of Hope
Daily * Divine, Healing, Implement
Standard Action CLOSE burst 3
Target: Each enemy in burst.
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your alliesin the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.

At the start of your turn, you can make a saving throw against each affect currently rendering you either dazed or dominated. If you fail the saving throw, you do not make a saving throw against it at the end of your turn.

Once per encounter you can invoke divine power, filling yourself with the might of your deity. You can use either the [color="red]Channel Divinity: Divine Fortune[/color], Channel Divinity: Turn Undead, or Channel Divinity: Healer's Mercy once per encounter. Regardless of the number of Channel Divinity powers you have, you can only use one of them per encounter.

Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your Cleric powers that has the healing keyword, add your Wisdom modifier to the hitpoints the recipient regains.

This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.

Would you have a problem with me applying with two characters instead of the normal one?

No problem here. Though for both to be considered they should each meet all the application requirements. I also think to simplify the thread they should both be in the same post each within a separate fieldset.

I'm intrigued by the LFR thing, although I'm having trouble getting a request in for an RPGA number. I can get to this page, but then when I click on the link at the bottom of the answer my browser just shows a blank page. Any help you can offer would be great.

Assuming I can find someway to get that working, I'd like to put together a ranged Cleric of some variety to advance the religious undertones of the campaign arc. Is there any way to take a glance at the storyline so far for the Black Dragons group?

Unfortunately, according to the LFR guidelines you can't have games viewable to people who didn't take part in them, so that's out. However, you can take a look at the character descriptions from the original application thread to get a feel for the characters.

I just gotta get this guy a game, haha. As well, I'm still working on getting the MW character sheet up, so I'll just leave the DDI build here...Name: AlrahirGender: MaleRace: Half-ElfClass: Valorous BardRegion: CormyrDCI#:1205615762

Alrahir sports a rather cheerful demeanor. Usually seen with a smile on his face, Alrahir has a habit of keeping spirits up amongst his friends. Rarely serious, what mostly pass Alrahir’s lips are playful jibes or jokes. When it comes to the arcane, however, Alrahir grows misty-eyed memorizing the knowledge and considering what he could do with it.

Alrahir takes after his father in his slim, slender appearance. He has shaggy blond hair, and warm, brown eyes. Despite looking like he’s seen not more than 16 winters, Alrahir assures most bartenders, that it’s the elf in him.
Alrahir is a rather simple fellow, delighting chiefly in song, dance, good drink, and the deep mysteries of the Arcane. Perhaps the last one isn’t too simple, but he found his love for the Arcane during his teachings in an elven bardic college.

Alrahir was the unfortunate end result of a young elf’s lust. His father was said to be a warrior of the highest calibre; master of spear and bow. Alrahir’s mother, Gwen Applebottom, was a ravishing bar wench serving at an inn near the Sembia-Cormyr border. Taken by her beauty, the elven warrior bedded Gwen, and left without a word. Understandably, Gwen was furious.

Born Alrahir Applebottom, he grew up not knowing of his heritage. Raised as a mostly normal child, most didn’t call attention to his slightly pointed ears, or how small he was for a child his age. It was more or less assumed he already knew. His mother assured him that he was normal, just a bit different than everyone else; no one is the same, of course. Around his 16th birthday, Alrahir finally dragged who his father was. He was ecstatic to learn he was an Elf. Thus began the whirlwind of elven study that was Alrahir’s teenaged years.

Eager to learn more of his new found people, Alrahir left for Tol Alamar, Cormyr’s most prominent bardic college. It was here he took the name Perldar, elvish for “half-elven”. Here, he learned his trade. Always a charismatic fellow, Alrahir found the schooling quite easy, and began a hobby of studying the arcane. Soon after graduating, Alrahir began travelling as a mercenary. He mostly stuck to jobs that were rather low risk, or had some link to arcane knowledge. When money was tight, he would put on musical acts, gaining some notoriety among lovers of music due to his lyrical voice, and mastery of the lute.

Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level.

When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time.